(Introducing to 1.01 patch) "Moddable Upgrades: A candy from Martin"

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taffy3

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There is also the corner case of the two Japanese Ise-class battleships which were converted into freaky hybrid BB/CVs. They had enough flat-top to launch some dive bombers and sea planes, but couldn't recover the the bombers; they had to land either on land or on a real CV. I think the could only carry around 20 planes.
 

Inner Circle

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This happened by accident :D

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MartinBG

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BTW this is a good example on the way we solve problems in Darkest Hour.

The problem was that LARM to ARM upgrade was hard-coded and with the changed tech tree LArm-2 (1940) could be upgraded only to ARM-2 (1944).
There are many solutions of this one - adapt the tech tree, use some dirty workaround in the code, export 2 modifiers to misc.txt (LArm level that can be converted to ARM level) OR make it freely moddable for all unit types and models.

This approach (not just solve the problem, but make a feature with the solution) we use all the time.

Another good example is the introducing of unlimited unit models (those were caped to 10 before).
We needed more models for the extended tech tree. The simplest solution was to increase the hard-coded cap to 20 or 30, but that is not the way we work. Instead I made them practically unlimited (tested with hundreds models) and on top of that in result of the change the game uses less memory for units with less then 10 models.

Other examples are the fully moddable minister personalities, policy sliders and so on. As you can see from the posted internal log this feature had #942. Those are 942 fixed bugs or added features to the engine since we finished Armageddon 1.3 patch ;)


EDIT:
:rofl: Inner Circle, you should not post early beta screens :D
 
Last edited:

SAS

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amazing work. I am glad I pre ordered it.
 

unmerged(56754)

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Unless I am mistaken, the only BB/BC/CA to CV/CVL conversions were all undertaken during construction (i.e., construction of the hull was stopped and then restarted as a carrier).

HMS Courageous, HMS Furious and HMS Glorious all started life as battlecruisers, served as such and were only converted later. Of course, that is really the only example, and takes place outside of the main HoI timeline (Pre-1936) meaining it provides little evidence in favour of putting it in game.
 

xtfoster

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HMS Courageous, HMS Furious and HMS Glorious all started life as battlecruisers, served as such and were only converted later. Of course, that is really the only example, and takes place outside of the main HoI timeline (Pre-1936) meaining it provides little evidence in favour of putting it in game.
And I quote:
Courageous was decommissioned after the end of the war, but was rebuilt as an aircraft carrier during the mid-1920s. Link
Furious was modified while under construction as an aircraft carrier. Link
Glorious was paid off after the end of the war, but was rebuilt as an aircraft carrier during the late 1920s. Link

So none of the was under commission when they were converted.
 

am300307

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My understanding is that this is a completely generic solution. You can upgrade any division model to any division model. It seems goofy for many cases, but leaving it generic is best for the modders.

Glad to hear that DH is probably the most mod friendly type of hoi2 game, cant wait to see what modders have in store for us.
 

Fernando Torres

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To make it crystal clear again :)
In the vanilla game, you can only upgrade L ARM to ARM, yet we have left this feature to modders so that they can upgrade any division/brigade type/model to another. So if you are willing to add 90 models for engineers brigade and then make the model 80 be available only for Germany (since technologies can have trigger-specific commands now - one of which being country = XXX) and make it upgrade to artillery level 10, well you can do it.
We kept modding simple but largely expanded its reach.
 

Fernando Torres

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They can be made country specific.
Means 1 to 10 could be generic.
11 to 20 only for Comintern, 21 to 30 for Western Allies, 31 to 40 for Axis..then you use specific actions in the technologies commands to enable specific models.
I thought we had shown that already in a developer diary.
It should be explained in the modding guide that comes with the game anyway.
This is a very powerful tool for modders.
 

SAS

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A game that comes with a modding guild!

**faints to the floor**
 

ewphoenix123

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Actually it comes with more. ;)

The "Modding Documentation" folder has grown to almost 50 mb, and includes everything we thought you guys might find useful.

I just uploaded a new Mapediting Tutorial this morning, and a full idmap and provincelist last week. ;)